| Plinke |
After reading several threads about what to do with "evil" magic items or finding unwanted magic items (+2 battleaxe and no one wants to use it) I decided that there should be a feat or something to either:
1) Deconstruct a magic item into gp equivalent material components, or;
2) transfer specific weapon qualities to another weapon (at a cost of +1. A +1 blinding heavy shield could be transfered to another +1 bashing heavy shield to obtain a +1 blinding bashing heavy shield).
I was wondering if there is a feat that would accomplish this or is it covered under creation rules?
Should I just house rule it?
| Kaisoku |
In my recent (and semi-ongoing) Kingmaker game, the GM ruled that magic weapon and armor enhancements can be moved from one item to another with only the cost in time (no money needed).
It was a "whole cloth" sort of transfer though.. destroying the original item, and superseding anything on the new item.
Our group actually held back on doing it with a few items, because of the history behind the actual weapon (we didn't want to destroy someone's ancient family weapon just to get a unique weapon enhancement, etc).
In our "mostly" Good aligned group, it wasn't a carte-blanche to transfer enhancements all willy-nilly, so I think the rule worked out well for us.
| Louis IX |
| 1 person marked this as FAQ candidate. |
The Disassemble Magic Feat is what you are looking for. It's in the Faction Guide.
I just found it, and it says that we can disassemble a magic item, and reassemble it later. It says nothing about using the disassembled components to create another magic item. In fact, it seems that the only use of that feat is to smuggle magic items disguised as worthless pieces of junk (with a 10% risk of not working when reassembled).
Is there a rule/errata/FAQ expanding that feat ?
Is there another way, except houserules, to answer the original question ?
| Rathendar |
I allow any PC with a Craft Magic Item feat to "deconstruct" an item into GP equivalent components. (no value for the weapon/armor masterwork base price part.) They can then use it as a resource for their own crafting. It basically is equal to selling the item for half value and enchanting again anyways but allows less of a need to find large cities when i have a campaign arc that is away from civilization.
The above is a house rule, and AFAIK there is no RAW rule to provide what you are asking.
| Cpt Isaac |
The feat 'Expert Salvager'
Suggests that it can be salvaged to base components with a skill check.
"You gain a +4 bonus on Craft checks for Craft skills in which you have at least 2 ranks and Spellcraft checks when crafting items by foraging alchemical supplies and material components, salvaging raw crafting materials, and salvaging raw magical item materials."
Spellcraft does have a Salvaging skill use.
| Daw |
The feat 'Expert Salvager'
Suggests that it can be salvaged to base components with a skill check."You gain a +4 bonus on Craft checks for Craft skills in which you have at least 2 ranks and Spellcraft checks when crafting items by foraging alchemical supplies and material components, salvaging raw crafting materials, and salvaging raw magical item materials."
Spellcraft does have a Salvaging skill use.
This doesn't seem to address the materials actual costs at all.
Hmm, Inkeeping with the established WBL silliness, you could rule that breaking down an item halves the value of its, perhaps with rules to get a bit better than half with skills/feats might play better with the accountants. I suspect the point is do the accountants one in the eye as it were.
While I am not a big fan of The whole WBL accountancy system, neither do I believe in effectivly handing out gift cards as a GM.
| Dave Justus |
;
2) transfer specific weapon qualities to another weapon (at a cost of +1. A +1 blinding heavy shield could be transfered to another +1 bashing heavy shield to obtain a +1 blinding bashing heavy shield).
Monetarily this would be broken.
A +1 Blinding shield costs 4,000 gp.
A +1 Bashing shield costs 4,000 gp.
Total of 8000 gp
A +1 blinding bashing shield costs 9000 gp.
If you add more properties it just gets worse two 9,000 gp + 3 equivalent becomes a 25,000 gp + 5 equivalent.
It is a reasonable houserule (without requiring a feat) to allow someone who can craft an item disassemble it into 'magic components' worth half the items value (sell price) that can be used to craft something else. Mechanically, this is no different the selling an item and buying the stuff needed to craft, except it doesn't require a town or anything like that (and PCs might feel better about destroying, rather than selling on an 'evil' item or something like that.) In many campaigns, not requiring access to a town for crafting can be a real benefit. In others, it could a negative. In most, it makes no difference at all except the flavor of what the PC is doing.
| Meirril |
There are actual rules for this. Introduced in Ultimate Wilderness Craft and Spellcraft had a new Salvage action described. The end result is you can get 2/3rds of the creation cost from an item. That is equal to 1/3rd of the market price.
You aren't allowed to salvage cursed items, indestructible items, or artifacts. To be honest, that is incredibly fair. So is the requirement to have the associated crafting feat to salvage an item.